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TIGSource ForumsCommunityDevLogsEldgame - a sandbox rpg
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Uykered
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« Reply #20 on: June 25, 2012, 08:02:45 PM »

Minecraft death was more of a nuisance. It kind of didn't impact everything else a whole lot.
Ya, it's cause Minecraft is all about tediously collecting things in a barren world with nothing to hinder/oppose you (the enemies are trivial, I don't see how its possible to die) and then making things with your resources for no reason other than to try and impress others, or to upgrade items to enable more efficient hoarding.
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Graham-
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« Reply #21 on: June 25, 2012, 08:10:51 PM »

Right. How awesome would it be the other way around.

I have an 11 year-old step brother who plays Minecraft like a job.
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eld
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« Reply #22 on: June 25, 2012, 11:56:53 PM »

Glad to see you on the TIGforum! I will follow the progress on this game for sure!
Love your minecraft texture pack as well mr. eld Wink

Edit: i just remembered i made some fan art a while ago!
Check here -> http://fav.me/d4k3fje

I've seen that, it must be the first ever fan-art I've got for this game Tongue

Eld! Looks fantastic. Art is very awesome, and sounds like its gonna be an interesting game!

Have you played unrealworld? If not, check it out -- survival/housebuilding/exploration roguelike.

I think that one has been on my todo list forever, another one of those type of games I really enjoyed was stranded 2!

Minecraft death was more of a nuisance. It kind of didn't impact everything else a whole lot.
Ya, it's cause Minecraft is all about tediously collecting things in a barren world with nothing to hinder/oppose you (the enemies are trivial, I don't see how its possible to die) and then making things with your resources for no reason other than to try and impress others, or to upgrade items to enable more efficient hoarding.

A more relaxing experience. I won't have the multiplayer many of those others do, so I'm going to make it up by utilizing the fact that each players world is his own and all kinds of cataclysmic events wouldn't ruin the fun for everyone. That and the expensive + more dynamic content.
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Graham-
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« Reply #23 on: June 26, 2012, 12:15:56 AM »

I realized I've actually used your Minecraft texture pack. Surreal...

So you're saying the "challenges" you face are more varied? Another issue with Minecraft was that the monsters only altered how you prepped-for and did mining. Their impact on what you chose to build was minimal. Will my constructions have a greater impact on how I deal with challenges in your game? What's the relationship between the two? I don't understand that part as well.
« Last Edit: June 26, 2012, 01:14:41 AM by toast_trip » Logged
Ashkin
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« Reply #24 on: June 26, 2012, 12:58:02 AM »

I like the look of this quite a bit, and the idea of an open-world sandbox roguelike is intriguing.
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impulse9
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« Reply #25 on: June 26, 2012, 02:21:22 AM »

Looks absolutely stunning.
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Interrupt
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« Reply #26 on: June 26, 2012, 05:48:28 AM »

Yay! I've been watching your blog for progress on this for awhile, glad to see you're still at it.
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Quarry
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« Reply #27 on: June 26, 2012, 08:09:42 AM »

The blog was unupdated for some long while
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eld
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« Reply #28 on: June 26, 2012, 08:21:23 AM »

I wasn't aware I had so many tigsource followers!
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obsidian_golem
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« Reply #29 on: June 26, 2012, 08:23:09 AM »

I wasn't aware I had so many tigsource followers!
This devlog has gotten you at least one more.
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JMickle
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« Reply #30 on: June 26, 2012, 08:27:06 AM »

always loved your art, man. glad to see you're making a game!
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Birdorf
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« Reply #31 on: June 26, 2012, 10:19:23 AM »

I wasn't aware I had so many tigsource followers!
This devlog has gotten you at least one more.

Make that two.
Looks really interesting.
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geepit
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« Reply #32 on: June 26, 2012, 11:36:01 AM »

Artwork is fantastic! And gameplay sounds awesome, will definitely be keeping an eye on this
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eld
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« Reply #33 on: July 09, 2012, 01:23:43 PM »

Some more ui-work and things surrounding one possible skillsystem, a very simple one where the act of doing things will net you skill points to use to purchase yourself to knowledge.

Some will just do simple things such as give you the ability to make things out of certain recipies that might require a skill, others like portal lore will give you the ability to know how long a portal to another world will be open and how many times it can be used.



EDIT:

And with the craftingbag closed down and the character-window tabbed to equipment (the small buttons on top of it)

« Last Edit: July 09, 2012, 01:31:46 PM by eld » Logged

Pineapple
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« Reply #34 on: July 09, 2012, 01:30:05 PM »

your arts

they are so delish

make more
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Recs
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« Reply #35 on: July 09, 2012, 02:20:16 PM »

nice style in those screenshots.
« Last Edit: July 09, 2012, 09:12:35 PM by Recs » Logged
Yngram
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« Reply #36 on: July 09, 2012, 03:23:40 PM »

This looks like awesome in the making. Your graphics are great.

Im curious to see how you will continue to handle the tile elevation from the current perspective. Can the elevation have a harsher falloff and greater range or are you going to limit it more like your current screenshots?
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eddietree
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« Reply #37 on: July 09, 2012, 05:34:43 PM »

This is lookin really good!

Would you care to tell us a bit about the tech? What are you using to build this game?
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eld
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« Reply #38 on: July 09, 2012, 09:54:13 PM »

Thanks again people Smiley

Im curious to see how you will continue to handle the tile elevation from the current perspective. Can the elevation have a harsher falloff and greater range or are you going to limit it more like your current screenshots?

It's only 2d, but every different tile can have different heights, so the rockwall will be high enough to not be passable, and the water-tile will be low enough so that it's beneath regular ground-level.

So it is not a big heightmap, it's a simple map of tiles, with each tile defining the height.

This is lookin really good!

Would you care to tell us a bit about the tech? What are you using to build this game?

I think I wrote a bit about that somewhere in the thread, but I'll write about it again. Smiley

It's c++ using sdl, opengl, and tinyxml for the xml-heavy datasystem.
« Last Edit: July 09, 2012, 10:01:48 PM by eld » Logged

JackMenhorn
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« Reply #39 on: July 10, 2012, 07:16:16 AM »

Hotness.
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